World of Warcraft recently announced Guardians of the Dream, the second major patch for Dragonflight. This update, Patch 10.2, is one of the largest expansions to date, bringing a new zone, raid, Mythic+ season, and Renown track to unlock. Players are excited to explore the Emerald Dream and protect the new World Tree, Amirdrassil, from Fyrakk and his fiery allies. Patch 10.2 is set to release on November 7, with Season 3 beginning the following week.
In anticipation of the release, our website had the opportunity to speak with World of Warcraft's associate design director, Maria Hamilton, and game designer, Laura Spreitzer. They shared details about the new zone, activities, and story elements that players can expect in the upcoming update. The interview has been edited for clarity and brevity.
Q: Please introduce yourselves and discuss your involvement with Guardians of the Dream since its initial reveal.
Spreitzer: Hi there, my name is Laura Spreitzer and I work as a game designer. In terms of my role, I have been responsible for overseeing the endgame loop and repeatable content for the zone. Specifically, I have been heavily involved in the development of the Superbloom and the Torghast powers aspect of it, collaborating with another designer. What has really excited me lately is the progress we have made in the last two weeks. We have put a lot of effort into scaling the Superbloom to make it more accessible for solo players. This decision was influenced by the feedback we received regarding other recent public events that were challenging for smaller groups and players on low-population servers. So, our focus has been on scaling and ensuring soloability in the game content.
Hamilton: Hi, I’m Maria Hamilton, the associate design director for WoW. While I've been involved in various projects, my primary focus recently has been on Guardians of the Dream. My role in this update has mainly been centered around playing the game, providing feedback, and assisting in making decisions on improvements and changes as we approach its release to the public. Although I haven't contributed anything specific or noteworthy yet, I'm eager to do so in the future. As for the key art of Guardians of the Dream, it features the five Aspects, along with Tyrande and Vyranoth. Can you discuss the process of designing this significant, conclusive storyline for these important characters in this content update?
Spreitzer: Working with such iconic and well-known characters, who have embarked on long and remarkable journeys, is always a pleasure. I feel privileged to contribute to their ongoing stories. Tyrande serves as a prime example. Over the past few expansions, she has undergone a transformative journey as the Night Warrior, seeking vengeance for Teldrassil. However, she has now transitioned into a different role where she has left the revenge behind and is focused on renewal and rebirth. These themes are strongly reflected in Dragonflight, encompassing forgiveness and progress.
This development is also evident in Vyranoth, who has chosen to let go of the violent aspects of her beliefs in order to achieve her goals. Instead, she embraces acceptance and unity. Being a part of this process is truly special. Although it involves extensive communication with the narrative team and various other tasks, it is incredibly exciting to witness it unfold.
Hamilton: In creating the new characters for Dragonflight, we have thoroughly enjoyed exploring their journeys and determining ways to develop them into interesting and unique individuals. One particular aspect that has captured our attention is the story arc of our Primalists - understanding what concerns them, why they are so filled with anger, and how each of them perceives this in their own distinctive way. Presently, we are witnessing the contrasting views between Fyrakk, whose desire is to incinerate and destroy everything, and Vyranoth, who constantly reminds us that this is not our ultimate objective.
Developing these characters and revealing their personalities and differences has brought us great joy as we witness the reactions of the players. It's clear that Fyrakk has become a beloved character, with his unpredictable nature captivating audiences. Personally, he's one of my favorites as well. Yet, ever since the unveiling of Fractures in Time and the events that transpired, there has been a surge of interest in Iridikron. People are starting to realize that there may be more to him than meets the eye.
I cannot express enough how much delight it brings us to see the excitement and speculation amongst the players. When we meticulously plan and set events in motion, leaving behind clues and hints, the thrill only amplifies. It's truly fulfilling to witness the engagement, interest, and enjoyment of the players.
One interesting observation from the Public Test Realm for Patch 10.2 is the presence of characters from Ardenweald in the Emerald Dream. Will there be further exploration of the connection between these two realms?
Spreitzer: There is a clear link between Ardenweald and this particular area of the Dream, especially involving Amirdrassil, a seed that serves as a bridge between the two realms. As for specific details, I don't want to spoil anything, so I'm unsure of how much I can elaborate. However, it was important for us to showcase that everyone is coming together to protect and secure Amirdrassil. Acquiring this World Tree is of great significance to the inhabitants of various realms, spanning from Azeroth to the Shadowlands and Ardenweald. Their assistance further emphasizes this unity.
Hamilton: We don't want to reveal all the details about what you'll see on the PTR, as we don't want to spoil it for you. But rest assured, there is a lot more to discover and learn about.
Q: In Patch 10.2, Druids will have access to various new customization options for their shapeshifting forms. Can you provide some insights into these options and how players will be able to obtain them in Guardians of the Dream?
Spreitzer: Fortunately, I have a close friendship with the engineer who grants us the opportunity to personalize them. However, I must still be cautious not to ruin any surprises. As you may already know, Moonkin are receiving numerous customizations. Currently, these modifications are available for testing on the PTR, but some bugs are still being resolved. Through the Barber Shop, you will have the ability to customize them with various horn options, glowing variations, necklaces, and colors. There is a wide range of choices, making it quite enjoyable. The engineer went above and beyond to ensure compatibility with the Glyph of the Chameleon, allowing for randomization. When you choose this option, countless unique versions will be generated, resulting in a completely different appearance each time. It's really fascinating to witness this feature fully functional. I believe there are even more customizations planned, but I do not have the specifics. My focus is solely on the Moonkin.
In terms of how you acquire them, these rewards are scattered throughout the zone and are obtained through various mechanics. I won't spoil the specifics, but rest assured, they can be found in abundance. When you first start, you will already have a decent number of these rewards, giving you a solid foundation, and you will have the opportunity to unlock even more, just like the customizable options for Dragonriding mounts.
Q: World of Warcraft has gradually been expanding the available race and class combinations since the introduction of Dragonflight. Given the current customization updates and the overall theme of the patch, can we anticipate a similar treatment for the Druid class in the near future?
Hamilton: From a philosophical standpoint, our primary goal is to ensure that players have the freedom to choose race/class combinations that resonate with them. We have made significant efforts to expand the accessibility of classes, such as Warlocks, to accommodate this desire. However, there are instances where this becomes challenging from a narrative perspective. We must sometimes go to great lengths to weave these combinations into the storyline in a way that makes sense. While we remain committed to this philosophy, I cannot currently reveal any upcoming announcements.
Q: Players have expressed their desire for a complete Emerald Dream zone for many years, and Patch 10.2 will finally fulfill this wish. How did it feel to have the opportunity to develop content for such a crucial and richly detailed location?
Spreitzer expressed sheer delight in the creation of this content and shared that her favorite aspect is the opportunity to make the place truly unique. She viewed it as a dream-like reflection of Azeroth, allowing for creative and out-of-the-box ideas to enhance the experience. Notably, a significant amount of time was dedicated to brainstorming ways to make the world quests, rare elites, and the Superbloom more unusual. As a result, elements such as fish flying through the sky and fantastical powers during the Superbloom were implemented. The environment also includes magical flying octopi, resembling fragments of dreams floating in the air. Additionally, when players sleep in the Dream, they transform into dream versions of themselves, which enables them to unlock chests and other treasures. This entire process was immensely enjoyable, as it provided an opportunity to explore imaginative concepts and embrace the unique flavor of the content.
Hamilton: One of the most impressive aspects, appreciated by all, including the talented world builders and artists who assisted us in creating the zone, was the visually stunning design we had to work with. Every member of our team is an avid player, which fueled the excitement and creativity in envisioning what each area should entail. This enthusiasm led to the development of truly remarkable aesthetics. The art team went above and beyond, producing mind-blowing concept art. Our world builders deserve special recognition; some of the areas they crafted are nothing short of epic, leaving us in awe. And let's not forget the incredible tree itself.
However, another important aspect is that we are presenting a rather serious narrative. It represents a significant threat. Therefore, it was delightful to have the ability to incorporate that sense of whimsy and light-hearted weirdness to counterbalance the atmosphere when fully engaged in the zone. After all, the Emerald Dream should possess such qualities. The enthusiasm of everyone involved in working on this area was palpable, and I believe it truly shows, especially in certain points of interest and areas that have been meticulously crafted. It is evident that they had been envisioning and probably have been envisioning some of those spaces for a considerable amount of time.
Q: What are some of the standout elements or experiences that you can reveal to us today from all the designing and playtesting you have been involved in throughout the development process?
Spreitzer: It's a challenging question, similar to asking you to choose your favorite child, and even including your friends' children too! There is a unique situation where a child on Azeroth is dreaming and has manifested in the Emerald Dream like Druids often do. This child is a budding Druid who is unaware of what's happening and starts behaving erratically. They spontaneously summon monkeys, crocolisks, and dinner tables, initiating a playful food fight as they believe it's all part of a fun dream and that others are merely figments of their imagination.
Eventually, this child summons a large and powerful rare elite monster to test the coolness of those present. The concept behind this rare elite is that it originates from a child's dream, adding a delightful charm to the experience.
Hamilton: I have a deep admiration for Q'onzu, the Loa of Change, and all the unpredictable and whimsical chaos that can come with it. Everything related to Q'onzu never fails to bring a smile to my face. It's remarkable that we had the opportunity to explore such a unique and enjoyable concept.
In addition, I have to mention how thrilled I am that we were able to incorporate Dragonriding into both the main campaign quests and the raid. This is something we've been striving to achieve for some time, ensuring there were options available for players who struggle with Dragonriding due to motion sickness or other difficulties. We wanted everyone to have a great time and enjoy themselves, whether they were enthusiasts of Dragonriding or not. I wanted to highlight this because it brought me so much joy. It was the quest designers' personal creativity and dedication that made it possible, as there wasn't a predetermined plan for it. Witnessing their innovation was truly incredible.
Q: Could you discuss how the world activities in Superbloom have evolved over the expansion based on the feedback you received from previous public events, as you mentioned your effort to make completing them easier for smaller groups?
Spreitzer: Our endgame loop involves continuous iteration, not limited to public events. We have a highly iterative process in place. Initially, there are world quests and rare encounters as the baseline. Then, we introduced outdoor scenarios with distinctive horn icons, such as the Tuskarr soup and the Grand Hunts. These scenarios underwent further iterations.
In 10.0.7, we introduced the rare elite murderball, which proved to be quite enjoyable. Building on that, in 10.1, we introduced another rare elite murderball along with the Researchers Under Fire as a public event, receiving positive feedback. However, we noticed a shift in player feedback, indicating that they were finding it challenging to gather enough players to complete both the Researchers Under Fire event and the rare elites, which limited content options for solo players. This feedback allows us to further improve and iterate upon our content offerings.
In 10.2, we decided to take a different approach and see how well we could pivot. Scaling down from a solo player to 80 players can be quite challenging, which is why we rarely attempt it, as it is a difficult task. However, we did our best. In 10.2, we made a few iterations. With Superbloom, our goal was to make it possible to complete it solo, so we introduced a lot of scaling. The number of enemies that spawn will vary depending on the number of players present.
As for the final boss, we came up with a fun little trick. The final boss is a rare elite, a massive and formidable opponent. We didn't want to simply weaken it, because when players see the rare elite icon, they should know that soloing it is unlikely. We could have spawned a less powerful creature without the icon, but we opted for a different solution that we find quite enjoyable. The rare elite will still spawn, it's still huge and intimidating. However, Sprucecrown, the Ancient assisting you on your journey, grants you a buff called Lone Wolf's Courage. Are you attempting this alone? Well, congratulations! Here's a massive buff for you. You become incredibly strong and powerful, making it possible to take on the elite solo. This buff only activates if you are either alone or in a very small group, as soon as more people join the fight, the buff disappears. It's designed to allow smaller groups to have that epic moment, rather than replacing the challenging battle with a weaker creature. Instead, you get to be even more impressive.
In order to diversify from the infrequent elite murderball, we now only have a few rare elites in version 10.2. I believe there are a total of five. However, regrettably, these rare elites are still not easily defeated alone. In the past, rare elites served as the fallback activity for players who had completed all other tasks, such as world quests. When there was nothing else to do, players would continuously engage in defeating rare elites. Therefore, for version 10.2, we aimed to introduce a different activity for you to fall back on. While rare elites still exist, they are no longer the sole repetitive task you will be limited to.
The Emerald Bounty is a unique feature in our zone where you can obtain seeds through various activities. In this zone, there are patches of dirt where you can plant these seeds. Once planted, the seed will sprout a sapling, which will initiate a public contribution event. During this event, players can contribute to the sapling, which will trigger small activities around it for a brief period of time. This player-driven event offers a quick and collaborative experience for everyone involved. After three minutes, the event concludes, and a chest containing rewards is dropped for those who contributed. This system allows players to collect transmogs, mounts, and pets. The Emerald Bounty is always available, serving as a fun alternative when you have exhausted other activities in the game, such as fighting rare elites. Join forces with others, plant some seeds, and enjoy this engaging experience.
Hamilton announced that Guardians of the Dream will be released on November 7 after BlizzCon, and Season 3 will follow on November 14. In response to the question about the future of World of Warcraft, can you confirm if there will be a 10.3 in Dragonflight?
Hamilton: Sorry, but we're not prepared to disclose that information at this time. Guardians of the Dream holds significant importance in our narrative and it's still in progress, but I cannot confirm or deny the possibility of another substantial update like that. We don't have any announcements to make at the moment.
Q: Do you have any concluding remarks regarding Guardians of the Dream, BlizzCon, or Dragonflight overall?
Spreitzer: We have some exciting world quests coming up, including one where you assist a fish in climbing a series of waterfalls to reach the top and transform into a dragon, reminiscent of a famous myth. There are also numerous captivating local stories and side quests to explore, ranging from lighthearted to profound. For example, there's a touching quest involving Alexstrasza and Ysera, as well as an intriguing one featuring the Druids of the Flame. Another adventure showcases the unlikely partnership between Shandris and Lillian Voss, providing an opportunity to learn more about each other. Overall, there are countless noteworthy experiences to discover throughout the zone.
Hamilton: We have some undisclosed encrypted content that hasn't been revealed on the PTR yet, and I'm eager for people to get a glimpse of the additional surprises we've been holding back. On a personal note, I must confess that I have never attended a BlizzCon before. However, as someone who joined Blizzard right after the last in-person event, I am incredibly excited to be experiencing my first one in person. I can't wait to connect with fans, engage in conversations, and discuss our shared love for this game. BlizzCon promises to be an amazing time, and I am hopeful to meet many people there!
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World of WarcraftDeveloper: Blizzard Entertainment - Genre: MMORPG As a devoted fan of World of Warcraft, I am enthralled by its immersive and expansive virtual world. The game's rich lore, stunning graphics, and captivating gameplay keep me engaged for hours on end. I appreciate the plethora of challenging quests, dungeons, and raids that cater to both solo and group play, fostering a vibrant and supportive community. The constant updates and expansions inject fresh content, ensuring that there is always something new to explore. The well-developed classes and races allow for endless character customization, enabling players to truly make their mark on Azeroth. World of Warcraft remains a masterpiece, consistently delivering unforgettable experiences and cementing its status as a legendary MMORPG. |